#[Fixed for 1.5.0p8] RWR Breaks for missile radars
1 messages Β· Page 1 of 1 (latest)
More no RWR warning, some possible hints:
- It seems to effect new joiners as well as people already in the lobby
- Pressing "new game" to re-host a lobby does not stop the bug from happening, it persists
- It seems decently rare to occur (this guy likes hosting bvr lobbies over and over again so seems to happen often in those lobbies due to their durration), but once it does pitbulls will no longer work until the lobby is fully closed
Maybe because
-> Host shot a missile at me
-> I kill the host
-> Host respawns
-> Missile attempts to lock me and breaks everything?
Dunno, just tryin to find some consistency/reproducibility
@reef viper @fossil spoke Gunna use this forum for the rwr bug ^
Also somewhat related, this missile seems to hit me with zero warning which is extremely odd given the angle it must have come from
happened here in a PvE lobby, figured id post my log in case it helps narrow it down
seems fairly obvious that it was an asmrm-7 by looking at its flight path, ease of outmaneuverability, burn time, and seeming immunity for flares
it also looks like this RWR warning was delayed, only happened once so could just be some sort of connection issue (or another bug idk) but i figured id mention it (same log)
happened again, confirmed it was an asf-mrm/ASMRM-7
log (continuation from the last one)
has happened consistently twice on the same mission, even tho the host restarted the server after it happened initially...
will do some further testing if i can
I should also note that i believe te host is also the mission creator and is currently playtesting the mission, dunno if thats useful
I was told to post this here because: "The enemy ARH missiles apparently also have some new tech which allows them to track in pitbull without radar."
This occurred against One's, and I was the host.
I believe @surreal falcon was the host (maybe post your log?)
Hi,
suppose this is what you need.
is that just part of the log? the whole thing might be useful as well
Thanks for all the logs, I think its showing me the problem
Im very curious whats causing it, seems to be happening on HS as well which I sorta didn't expect
There's only 15 bits reserved for the entity ID in the actorIdentifier int, so when the missile entity IDs are over the maximum 15 bit number it fails. I'm changing it to use 30 bits for missiles which should be plenty (the first 2 bits are still reserved to indicate the type of identifier). Non-missiles will use the unit ID which should be fine unless someone makes a mission with over 32,767 units
Ahhhh that also explained another issue I ran into in HS, I monitor what weapon got a kill but because its using the actor identifier to see what entity did damage that started failing
Random question, is there any reason the id generator randomizes its start point?
unless someone makes a mission with over 32,767 units
π
I don't think there's any world that would run 
Fixed for 1.5.0p8